A Virus Named TOM
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flibitijibibo  [developer] Dec 5, 2013 @ 12:56am
PSA (Dec 5 2013) (Mac/Linux): Major MG-SDL2 Update
I just pushed an update for AVNT that provides a major update to the audio and rendering subsystems of MonoGame-SDL2.

In terms of rendering, the OpenGL GraphicsDevice was redone to drastically reduce the number of GL calls and improve performance. Additionally, the VideoPlayer was reorganized to improve performance and eliminate the possibility of native segfaults.

In terms of audio, the MonoGame XACT implementation was completely rewritten from scratch, allowing for significantly greater accuracy when compared to the original XNA4 audio engine. Additionally, MSADPCM decoding is now significantly faster, so that initial load time should be a bit shorter now.

The reason for the PSA is because this is a VERY big change to the ports, and while the experience should now be MUCH better, there may be a couple hidden bugs here or there (particularly for the XACT rewrite).

You can definitely expect the audio to sound different, primarily. But, there shouldn't be anything _wrong_ in the new engine, per se... if you find anything outstandingly wrong, let me know. Otherwise, it's generally safe to assume that the differences are likely closer to how the original XNA version does it.

This update was applied to 4 of my ports on Steam (AVNT, Capsized, Escape Goat beta branch, Rogue Legacy), so I appreciate your patience while I knock out any possible problems that arise from the MG-SDL2 update.

Thanks for your patience!

UPDATE (06:30 EST): The VertexAttribDivisor bug for OSX has been fixed.
UPDATE (07:05 EST): libopenal.1.dylib should now target OSX 10.6 and higher.
Last edited by flibitijibibo; Dec 5, 2013 @ 4:08am
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monoid Dec 8, 2013 @ 2:46am 
Hi flibit,

Thanks for doing this. I think I see a regression in background music handling in Linux AVNT: sometimes the background track is silent after restarting a level.

Steps to reproduce:

1. Start SP level 04-6 (there's a multitude of drones on a relatively small grid).
2. Start moving and die quickly after making 2-3 turns.
3. Restart the level with "Backspace" key and repeat.

Restarting the level changes the background track. After a few restarts, nothing is played, then another restart fixes it.

It would be nice if anybody could confirm. I don't recall background being silent before.
flibitijibibo  [developer] Dec 8, 2013 @ 3:31am 
I have it reproduced on my end, that was an excellent catch.

The problem was a very narrow timing error, where playing the same track twice would cause the second Cue to fail upon attempting to play (XACT limiting the number of instances to 1). This is usually solved after an engine tick, but if you stopped and started a new Cue, the instance count would be wrong until that next tick.

I'll push an update in just a moment that resolves this, thanks for the report!
flibitijibibo  [developer] Dec 8, 2013 @ 4:08am 
This fix is now live on Steam.
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